#version 400

layout(vertices = 3) out;

in vec3 vPosition[];

out vec3 tcPosition[];

float tessLevelInner = 1.0; 
float tessLevelOuter = 1.0; 


void main()
{
	tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];

	gl_TessLevelInner[0] = tessLevelInner; // number of nested primitives to generate
	gl_TessLevelOuter[0] = tessLevelOuter; // times to subdivide first side
	gl_TessLevelOuter[1] = tessLevelOuter; // times to subdivide second side
	gl_TessLevelOuter[2] = tessLevelOuter; // times to subdivide third side

}